Inheritance: MonoBehaviour
Esempio n. 1
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        public ResultHelper SetBuild(BuildDto buildDto)
        {
            try
            {
                build item = new build();
                if (buildDto.SiteID == 0)
                {
                    item.SiteID = null;
                }
                else
                {
                    item.SiteID = buildDto.SiteID;
                }
                item.BuildID    = buildDto.BuildID;
                item.CampusID   = buildDto.CampusID;
                item.Gps        = buildDto.Gps;
                item.Name       = buildDto.Name;
                item.Adress     = buildDto.Address;
                item.Properties = buildDto.Properties;

                using (UnitOfWork unitofWork = new UnitOfWork())
                {
                    unitofWork.GetRepository <build>().Update(item);
                    unitofWork.saveChanges();
                    return(new ResultHelper(true, buildDto.BuildID, ResultHelper.SuccessMessage));
                }
            }
            catch (Exception ex)
            {
                return(new ResultHelper(false, buildDto.BuildID, ResultHelper.UnSuccessMessage));
            }
        }
    public void Update()
    {
        if (currentTime > 0)
        {
            currentTime -= Time.deltaTime;
            if (currentTime <= 0)
            {
                if (fin)
                {
                    SceneManager.LoadScene("ScoringTeamVague");
                }
                else
                {
                    SceneManager.LoadScene(SceneManager.GetActiveScene().name);
                }
            }
        }

        if (state == build.Replace)
        {
            for (int i = 0; i < building.Count; i++)
            {
                posbuild   = building[i].transform.position;
                posbuild.y = Random.Range(transmin.position.y, transmax.position.y);
                building[i].transform.position = posbuild;
            }
            state       = build.Playing;
            currentTime = timeLeft;
        }
    }
 void Awake()
 {
     if (instance != null)
     {
         Debug.LogError("More than one BuildManager in scene!");
         return;
     }
     instance = this;
 }
Esempio n. 4
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 private void Start()
 {
     logiventor = GameObject.FindGameObjectWithTag("event");
     logivent   = logiventor.GetComponent <eventmanager>();
     player     = GameObject.FindGameObjectWithTag("Trejar");
     if (player == null)
     {
         Debug.Log("error!");
     }
     builder = GameObject.FindGameObjectWithTag("builder");
     built   = builder.GetComponent <build>();
 }//参照するスクリプトを開く
Esempio n. 5
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 public void SetUp()
 {
     this.testee   = new Build(Url);
     this.buildDto = new build
     {
         id         = 1,
         number     = "buildNumber",
         status     = "buildStatus",
         startDate  = "buildStartDate",
         finishDate = "buildfinishDate",
     };
 }
Esempio n. 6
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    void OnGUI()
    {
        if (this.build == true)
        {
            if (GUI.Button(new Rect(Screen.width * 5 / 6, Screen.height * 3 / 4, Screen.width / 6, Screen.height / 4), FunctionButton, guiSkin.customStyles[3]))
            {
                this.transform.parent.collider.enabled = true;
                //Player thisPlayer = GameObject.Find("Player").gameObject.GetComponent<Player>();
                int[] quatity = new int[8] {
                    0, 0, 0, 0, 0, 0, 0, 0
                };
                for (int i = 0; i <= 2; i++)
                {
                    quatity[i]           = -1 * needSource[i];
                    thisPlayer.source[i] = thisPlayer.source[i] - needSource[i];
                }
                sendSourceModify(quatity);

                Server.Send("551," + x + "," + z);
                thisPlayer.infomationText("工地蓋好了!");
                //	thisPlayer.infotext="The House is Build";
                //	thisPlayer.info=true;
                //	thisPlayer.infoTime=Time.time;

                build thisParent = this.transform.parent.GetComponent <build>();
                thisPlayer.click = false;
                build            = false;
                Vector3    Pos        = new Vector3(this.transform.position.x - 1, this.transform.position.y + 5, this.transform.position.z + 1);
                GameObject animateNow = (GameObject)Instantiate(thisParent.Building, Pos, thisParent.Building.transform.rotation);
                Pos = new Vector3(this.transform.position.x - 1, this.transform.position.y + 4, this.transform.position.z + 1);

                GameObject SomkeNow = (GameObject)Instantiate(thisParent.Smoke, Pos, thisParent.Building.transform.rotation);
                Pos = new Vector3(this.transform.position.x - 1, this.transform.position.y + 4.1f, this.transform.position.z + 1);

                GameObject SmokeAnimateNow = (GameObject)Instantiate(thisParent.SmokeAnimation, Pos, thisParent.Building.transform.rotation);

                Destroy(animateNow, 5);
                Destroy(SomkeNow, 5);
                Destroy(SmokeAnimateNow, 5);
                Destroy(this.transform.parent.gameObject);

                Destroy(this.gameObject);
            }
        }
        if (GUI.Button(new Rect(9 * Screen.width / 10, Screen.height * 1 / 8, Screen.width / 10, Screen.height / 8), "X", guiSkin.button))
        {
            thisPlayer.click = false;

            Destroy(this.transform.parent.gameObject);
            //build=false;
        }
    }
Esempio n. 7
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 void build_function()
 {
     foreach (string HouseIDKey in State.HouseID.Keys)
     {
         if (!State.HouseStatus[HouseIDKey])
         {
             BuildNow = (Rigidbody)Instantiate(build[State.HouseKind[HouseIDKey]], new Vector3(State.HousePositionX[HouseIDKey], 0, State.HousePositionZ[HouseIDKey]), build[State.HouseKind[HouseIDKey]].transform.rotation);
             build thisBuild = BuildNow.gameObject.GetComponent <build>();
             thisBuild.HouseID             = State.HouseID[HouseIDKey];
             State.HouseStatus[HouseIDKey] = true;
         }
     }
 }
    public bool RewardWeapon;        // 미션 성공시 받는 무기 보상확인 변수

    void Start()
    {
        RewardWeapon = false;

        rend          = GetComponent <Renderer>(); // Renderer 컴포넌트
        InitialColor  = rend.material.color;
        getThisWeapon = null;

        instance = this;

        build             = build.instance;
        build.before_node = this.gameObject; // 이전에 선택한 노드변수 현재 노드로 초기화
    }
Esempio n. 9
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        private static List <buildDetails> getBuilds(List <projectDetails> projects, inputs theInputs)
        {
            List <buildDetails> builds = new List <buildDetails>();

            // get the builds for the last 30 days
            string startDate = string.Format("{0:M-d-yyyy}", DateTime.Now.AddDays(-30));

            foreach (projectDetails p in projects)
            {
                string url = $"https://dev.azure.com/{theInputs.Org}/{p.name}/_apis/build/builds?minTime={startDate}&api-version=5.1";

                string response = RunGetAPI(theInputs.Pat, url);
                if (!string.IsNullOrEmpty(response))
                {
                    build ret = JsonConvert.DeserializeObject <build>(response);

                    // set the project name for all the builds and then append to our master list
                    builds.AddRange(ret.value.Select(c => { c.theproject = p.name; return(c); }).ToList());
                }
            }

            return(builds);
        }
Esempio n. 10
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 public BuildDto GetBuild(int buildID)
 {
     try
     {
         using (UnitOfWork unitofWork = new UnitOfWork())
         {
             build item = new build();
             item = unitofWork.GetRepository <build>().GetById(x => x.BuildID == buildID);
             BuildDto buildDto = new BuildDto();
             buildDto.BuildID    = item.BuildID;
             buildDto.SiteID     = (int)item.SiteID;
             buildDto.CampusID   = (int)item.CampusID;
             buildDto.Name       = item.Name;
             buildDto.Address    = item.Adress;
             buildDto.Gps        = item.Gps;
             buildDto.Properties = item.Properties;
             return(buildDto);
         }
     }
     catch (Exception ex)
     {
         return(null);
     }
 }
Esempio n. 11
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 // Use this for initialization
 void Start()
 {
     GestureHandler = this.GetComponent<GestureHandler>();
     BuildController = this.GetComponent<build>();
     LemmingController = this.GetComponent<LemmingController>();
     this.networkView.group = this.PLAYER_NUM;	// Player-specific messages only sent to this player's group
 }
 public void Start()
 {
     state = build.Replace;
 }
Esempio n. 13
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 /// <summary>
 /// Initializes a new instance of the <see cref="ModuleVersion"/> class with the specified major, minor, build, and revision numbers.
 /// </summary>
 /// <param name="major">The major version number.</param>
 /// <param name="minor">The minor version number.</param>
 /// <param name="build">The build number.</param>
 /// <param name="revision">The revision number.</param>
 public ModuleVersion(int major, int minor, int build, int revision) => Initialize(major, minor, build, revision);
Esempio n. 14
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 void Start()
 {
     buildManager = build.ints;
 }
Esempio n. 15
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    public Text CntTxt;     // 개수 텍스트

    void Start()
    {
        _build = build.instance;
    }
Esempio n. 16
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    IEnumerator server_function()
    {
        while (true)
        {
            Server.Send("31");
            yield return(new WaitForSeconds(0.5f));

            Server.Send("32");
            yield return(new WaitForSeconds(0.5f));

            Server.Send("33");
            yield return(new WaitForSeconds(0.5f));

            //	Server.Send ("23");
            try{
                if (State.PosX != -1 && State.PosZ != -1 && State.mainPlayerStatus == false)
                {
                    PlayerGameObject       = (GameObject)Instantiate(Player, new Vector3(State.PosX, 1.5f, State.PosZ), Player.transform.rotation);
                    PlayerGameObject.name  = State.PlayerName;
                    State.PlayerGameObject = PlayerGameObject;
                    State.mainPlayerStatus = true;
                    GameObject joyG = (GameObject)Instantiate(joy, joy.transform.position, joy.transform.rotation);
                    State.joy = joyG;
                }
                if (State.mainPlayerStatus == true)
                {
                    Server.Send("41" + State.PosX + "," + State.PosZ);
                }

                foreach (string HouseIDKey in State.HouseList.Keys)
                {
                    if (State.HouseID.ContainsKey(HouseIDKey))
                    {
                        if (!State.HouseStatus[HouseIDKey])
                        {
                            BuildNow = (Rigidbody)Instantiate(build[State.HouseKind[HouseIDKey]], new Vector3(State.HousePositionX[HouseIDKey], 0, State.HousePositionZ[HouseIDKey]), build[State.HouseKind[HouseIDKey]].transform.rotation);
                            build thisBuild = BuildNow.gameObject.GetComponent <build>();
                            State.HouseGameObject.Add(HouseIDKey, BuildNow.gameObject);
                            thisBuild.HouseID         = State.HouseID[HouseIDKey];
                            thisBuild.PlayerID        = State.HousePlayerID[HouseIDKey];
                            thisBuild.gameObject.name = State.HouseID[HouseIDKey];
                            thisBuild.kind            = State.HouseKind[HouseIDKey];
                            thisBuild.HouseLevel      = State.HouseLevel[HouseIDKey];
                            thisBuild.HP     = State.HouseHP[HouseIDKey];
                            thisBuild.MaxHP  = State.HouseMaxHP[HouseIDKey];
                            thisBuild.status = State.HouseStatusNow[HouseIDKey];

                            if (State.HousePlayerID [HouseIDKey] != State.PlayerName)
                            {
                                BuildNow.gameObject.tag = "Enemy";
                            }

                            if (State.HouseKind[HouseIDKey] == 0)
                            {
                                Destroy(BuildNow.gameObject.transform.FindChild("HomePlane").gameObject);
                                BuildNow.gameObject.collider.enabled = true;
                            }

                            State.HouseStatus[HouseIDKey] = true;
                            continue;
                        }
                        State.HouseUpdate[HouseIDKey]--;
                        build buildNow = State.HouseGameObject[HouseIDKey].GetComponent <build>();
                        if (buildNow.status == 2 || buildNow.status == 3 || buildNow.status == 4)
                        {
                            if (State.HouseStatusNow[HouseIDKey] == 1)
                            {
                                Vector3 Pos = new Vector3(State.HousePositionX[HouseIDKey], 4f, State.HousePositionZ[HouseIDKey]);

                                GameObject BombAnimateNow = (GameObject)Instantiate(BigBomb, Pos, BigBomb.transform.rotation);


                                Destroy(BombAnimateNow, 2);
                            }
                        }
                        if (State.HouseStatusNow[HouseIDKey] == 6)
                        {
                            Vector3 Pos = new Vector3(State.HousePositionX[HouseIDKey], 4f, State.HousePositionZ[HouseIDKey]);

                            GameObject BombAnimateNow = (GameObject)Instantiate(BigBomb, Pos, BigBomb.transform.rotation);

                            Destroy(BombAnimateNow, 2);
                            Server.Send("58" + HouseIDKey + "," + (-1 * buildNow.HP));
                        }

                        if (State.HouseHP[HouseIDKey] <= 0)
                        {
                            Server.Send("57" + HouseIDKey);
                            destroyThisHouse(HouseIDKey);
                            break;
                        }

                        if (State.HouseUpdate[HouseIDKey] <= 0)
                        {
                            print("error15");
                            destroyThisHouse(HouseIDKey);
                            continue;
                        }

                        if (buildNow.kind != State.HouseKind[HouseIDKey])
                        {
                            print("error10");

                            Destroy(State.HouseGameObject[HouseIDKey]);
                            State.PlayerGameObject.GetComponent <Player>().click = false;
                            if (State.HousePlayerID[HouseIDKey] != State.PlayerName)
                            {
                                Vector3 Pos = new Vector3(State.HousePositionX[HouseIDKey] - 1, 5f, State.HousePositionZ[HouseIDKey] + 1);

                                GameObject animateNow = (GameObject)Instantiate(Building, Pos, Building.transform.rotation);
                                Pos = new Vector3(State.HousePositionX[HouseIDKey], 4f, State.HousePositionZ[HouseIDKey]);

                                GameObject SomkeNow = (GameObject)Instantiate(Smoke, Pos, Building.transform.rotation);
                                Pos = new Vector3(State.HousePositionX[HouseIDKey], 4.1f, State.HousePositionZ[HouseIDKey]);

                                GameObject SmokeAnimateNow = (GameObject)Instantiate(SmokeAnimation, Pos, Building.transform.rotation);

                                Destroy(animateNow, 5);
                                Destroy(SomkeNow, 5);
                                Destroy(SmokeAnimateNow, 5);
                            }
                            BuildNow = (Rigidbody)Instantiate(build[State.HouseKind[HouseIDKey]], new Vector3(State.HousePositionX[HouseIDKey], 0, State.HousePositionZ[HouseIDKey]), build[State.HouseKind[HouseIDKey]].transform.rotation);
                            build thisBuild = BuildNow.gameObject.GetComponent <build>();
                            State.HouseGameObject[HouseIDKey] = BuildNow.gameObject;
                            thisBuild.HouseID         = State.HouseID[HouseIDKey];
                            thisBuild.PlayerID        = State.HousePlayerID[HouseIDKey];
                            thisBuild.gameObject.name = State.HouseID[HouseIDKey];
                            thisBuild.kind            = State.HouseKind[HouseIDKey];
                            thisBuild.HouseLevel      = State.HouseLevel[HouseIDKey];
                            thisBuild.HP    = State.HouseHP[HouseIDKey];
                            thisBuild.MaxHP = State.HouseMaxHP[HouseIDKey];


                            if (State.HousePlayerID [HouseIDKey] != State.PlayerName)
                            {
                                BuildNow.gameObject.tag = "Enemy";
                            }

                            //destroyThisHouse(HouseIDKey);
                            print("error11");
                            continue;
                        }

                        if (buildNow.HP > State.HouseHP[HouseIDKey])
                        {
                            Vector3 Pos = new Vector3(State.HousePositionX[HouseIDKey], 4f, State.HousePositionZ[HouseIDKey]);

                            GameObject SomkeNow = (GameObject)Instantiate(Smoke, Pos, Building.transform.rotation);
                            Pos = new Vector3(State.HousePositionX[HouseIDKey], 4.1f, State.HousePositionZ[HouseIDKey]);

                            GameObject SmokeAnimateNow = (GameObject)Instantiate(SmokeAnimation, Pos, Building.transform.rotation);
                            Pos = new Vector3(State.HousePositionX[HouseIDKey], 4.2f, State.HousePositionZ[HouseIDKey]);

                            GameObject BombAnimateNow = (GameObject)Instantiate(BombAnimation, Pos, Building.transform.rotation);

                            Destroy(SomkeNow, 3);
                            Destroy(SmokeAnimateNow, 3);
                            Destroy(BombAnimateNow, 3);
                        }

                        if (State.HousePlayerID [HouseIDKey] == State.PlayerName && buildNow.kind == 1 && buildNow.HouseLevel >= 2)
                        {
                            if (Math.Abs(State.PosX - buildNow.transform.position.x) < Math.Abs(State.housePosX) && Math.Abs(State.PosZ - buildNow.transform.position.z) < Math.Abs(State.housePosZ))
                            {
                                State.housePosX = buildNow.transform.position.x;
                                State.housePosZ = buildNow.transform.position.z;
                            }
                            //State.house=BuildNow.gameObject;
                        }
                        buildNow.kind       = State.HouseKind[HouseIDKey];
                        buildNow.HouseLevel = State.HouseLevel[HouseIDKey];
                        buildNow.HP         = State.HouseHP[HouseIDKey];
                        buildNow.MaxHP      = State.HouseMaxHP[HouseIDKey];
                        buildNow.status     = State.HouseStatusNow[HouseIDKey];
                    }            //if containkey
                }                //house Foreach


                foreach (string PlayerIDKey in State.AnotherPlayerList.Keys)
                {
                    if (State.PlayerID.ContainsKey(PlayerIDKey))
                    {
                        if (!State.PlayerStatus[PlayerIDKey])
                        {
                            AnotherPlayerNow = (Rigidbody)Instantiate(AnotherPlayer, new Vector3(State.PlayerPositionX[PlayerIDKey], 0, State.PlayerPositionZ[PlayerIDKey]), AnotherPlayer.transform.rotation);
                            AnotherPlayer thisPlayer = AnotherPlayerNow.gameObject.GetComponent <AnotherPlayer>();
                            State.AnotherPlayerGameObject.Add(PlayerIDKey, AnotherPlayerNow.gameObject);
                            thisPlayer.PlayerID             = State.PlayerID[PlayerIDKey];
                            State.PlayerStatus[PlayerIDKey] = true;
                        }
                        State.PlayerUpdate[PlayerIDKey]--;
                        if (State.PlayerUpdate[PlayerIDKey] <= 0)
                        {
                            destroyThisPlayer(PlayerIDKey);
                            continue;
                        }
                    }            //if containkey
                }                //Player foreach

                foreach (string SourceIDKey in State.SourceList.Keys)
                {
                    if (State.SourceID.ContainsKey(SourceIDKey))
                    {
                        if (!State.SourceStatus[SourceIDKey])
                        {
                            print("SourceError");
                            SourceNow = (Rigidbody)Instantiate(source[State.Sourcekind[SourceIDKey]], new Vector3(State.SourcePositionX[SourceIDKey], 0, State.SourcePositionZ[SourceIDKey]), source[State.Sourcekind[SourceIDKey]].transform.rotation);
                            Source thisSource = SourceNow.gameObject.GetComponent <Source>();
                            State.SourceGameObject.Add(SourceIDKey, SourceNow.gameObject);

                            thisSource.SourceID        = State.SourceID[SourceIDKey];
                            thisSource.gameObject.name = State.SourceID[SourceIDKey];

                            thisSource.kind    = State.Sourcekind[SourceIDKey];
                            thisSource.quatity = State.SourceQuatity[SourceIDKey];
                            State.SourceStatus[SourceIDKey] = true;
                        }

                        Source suildNow = State.SourceGameObject[SourceIDKey].GetComponent <Source>();


                        suildNow.quatity = State.SourceQuatity[SourceIDKey];

                        State.SourceUpdate[SourceIDKey]--;
                        if (State.SourceUpdate[SourceIDKey] <= 0)
                        {
                            destroyThisSource(SourceIDKey);
                            continue;
                        }
                    }
                }                //Source foreach
            }catch (Exception) {
                print("error6");
                //State.isConnect=false;

                StartCoroutine("server_function");
            }
        }
    }
Esempio n. 17
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 void Awake()
 {
     ints = this;
 }